Hearthstone Rogue Wisp Legendary Rank Deck By: free_gold1

Hello everybody! I’m FreeGold and I stream at twitch.tv/freegold3. It’s been a while since I posted a deck guide, mostly due to the fact that I havn’t hit legendary using any deck other than Burstdown Miracle Rogue these past two seasons. This season, however, I have hit legendary using Wispect, a Miracle Rogue deck that uses cards like Leeroy, Van Cleef, Questing Adventurer and of course Wisp, to win.

This deck was used from rank 16 to legendary, and it encountered very little actual resistance. Some match-ups are harder than others, but all in all this is a strong deck.

This deck is slightly harder to play than a standard miracle deck, but is slightly easier to play than my mill or burstdown decks.

Sap x2 – Great versus control decks. Sap taunts away when moving for the kill or sap big minions you’d rather not deal with.

Edwin Van Cleef x1 – One of your win conditions. However, usually he should be played as a 4/4 or a 6/6 (to avoid big game hunter) If playing against Zoo, make him as big as possible.

SI 7 x2 – Minion, toast, and removal card all in one. Gives you field and tempo advantage when played right (i.e on minions, not the face)

Wisp x2 – A deity. Play this card and watch as your enemies shiver in fear. Use this card to start Combo chains, buff Van Cleef or Questing Adventurer act as Kill Shot fodder, or just outright kill the enemy with its value. A must have card in this deck.

Novice Engineer x2 – It’s almost a wisp. Rather, once you shadow step it becomes a wisp. Oh, it also cycles. But we don’t care about that. We just want wisps.

Coldlight Oracle x2 – Combo decks need cards. Shadowstep this card for cycling and filling up your hand with combo pieces. Use this + Sap for sapsassinates (using sap on a minion when opponent has 10 cards in hand kills said minion)

Questing Adventurer x2 – A minion that wrecks havoc with the help of your wisps, novice engineers (wisps), and low cost spells.

Leeroy Jenkins x1 – Pretty standard card. Use it as a finisher with cold blood/shadowsteps/eviscirates

Gadetzan Auctioneer x2 – Another cycling card. Usually played with conceal, but sometimes can be played to overrun the enemy with minions they can’t deal with.

How to mulligan:

Knowing correct mulligan procedure with this deck is the first way of playing this deck right.

Versus Druid: If you have Oracle/Gadetzan in your starting hand, mulligan for removal. Else, mulligan your entire hand (including saps) in search of card draw. There is nothing worse than playing against a druid and not having any card draw. With card draw you can cycle into removal, but you can’t removal into card draw.

Versus Control Warrior: Same as above. Search for card draw, if you have it in your starting hand, search for removal. Else, hard mulligan.

Warlock: (Handlock) Search for Sap + Oracle for sapsassinate. Sometimes you can get away with playing a questing adventurer turn 3 on an open field, so keep it if you get it in your hand.

Warlock: (Zoo) Look for Van Cleef, Questing Adventurer, SI7, Backstab, Deadly Poison (in order of priority) If you get a Van Cleef or Questing in your starting hand, look for combo pieces such as wisps, backstabs, deadly poisons, novice engineers, and shadowsteps.

Hunter (Aggro): Same as zoo.

Hunter (Control): Same as druid/warrior.

Rogue (Aggro/backspace oracle aggro): Same as Zoo.

Rogue (Miracle Rogue): Search for Leeroy/Gadetzan. Keep Van Cleef/Questing in starting hand if you get combo pieces for them.

Priest: Same as Druid.

Paladin (Shockadin/aggro): Same as Zoo

Paladin (healadin): Same as Druid.

Mage (Frost/Stall mage): Mulligan for cold light oracles/Shadowsteps. You have to mill key cards to win. Building a big Van Cleef/questing adventurer also works as it makes him have to exhaust key spells such as frost bolts on stalling.

Mage (Aggro): Same as Zoo. Build big minions.

Shaman: Search for removal (evis, backstab, si7). Big minions usually get earth shocked, so you usually need a conceal or two to win. Keep Gadetzan/Oracle, Novice, in your starting hand. A good balance of removal + card draw is key.

How to play: Once you get a proper hang of mulligan, playing this deck is relatively straightfoward. Draw for combo pieces and play them once you get them all the while keeping your life total up.

Against Aggro:

Keeping life total up takes first priority. Use removal on their minions, use your minions to clear theirs and generally try to keep the field as clear as possible. Against decks such as zoo, so long as you manage to build a big Van Cleef (6/6 or higher is a must) or a questing adventurer (5/5 or higher) you should be able to dominate the field and win. How big do you make the minion? Versus aggro, the bigger the better. These decks are made to be fast, and playing around a silence that they might not have in their hand is a quick way to lose. In fact, most zoo decks don’t even run owl, so there is no reason not to make that 16/16 van cleef against zoo. Against other types of aggro, usually taking a risk pays off. If it didn’t, you wouldn’t have won either way.

Vs Control:

Sadly the build-a-bear workshop strategy is not as effective versus control as it is versus aggro. Control decks usually have more than once silence, big game hunter, and other ways of dealing with your nastyness. As such, you should be careful to not make your minions stronger than a 6/6, unless you have them under conceal. A key strategy to winning versus control is either 1) getting them low enough for leeroy lethal via Gadetzan Auctioneer cycling or 2) Overrun them with big threats. A druid with 7 mana can only clear two minions at most. If you have Gadetzan auctioneer, Van Cleef, and Questing auctioneer on the field, they cannot clear all three minions therefore what survives will kill them the following turn.

Well, hope this guide was at least somewhat informative on how to play this deck. Ultimately it comes down to a matter of experience through trial and error which you can’t encompass in a guide. Hope you enjoy playing this deck as much as I have!